Yeah in general complexity in information only enhances the adventure experience, and its up to the designer to not fall into a trap to give us too much info for the player to play the game. Things like highlighted objects that stands out from the background or the character looking towards...
Any one played this game, Bad Mojo [http://www.adventuregamers.com/article/id,410/p,2] (click on it for review)? A fine example of a perfect conglomeration of complex graphics and simple interface.
Jetfable [http://jetfable.blog.com]
What the author wrote is basically not true. The downfall of Adventure games is not caused by graphical complexity, but its a eventual paradigm shift in the industry. When the downfall began, people were demanding more "action" in their gaming titles, therefore you get games like Tomb Raider...
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